Hammer of the Scots

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Overview

Hammer of the Scots is a two-player block wargame by Columbia Games recreating the Wars of Scottish Independence (1297-1314). One player commands the Scots (blue blocks), the other the English (red blocks). Using the block/fog-of-war system, blocks stand upright facing their owner, hiding unit identities and strengths from the opponent. Players use cards to determine initiative and group movement, then fight battles using a dice-based combat system. The objective is to control a majority of Scottish nobles at the end of the game.

Components

Setup

Set up blocks according to the chosen scenario:

Both players start each year with 5 cards dealt from the shuffled deck.

Turn Structure

Each Year consists of 1-5 Game Turns. Each Game Turn has 4 phases:

1. Card Phase

Each player plays 1 card face-down. Cards are revealed simultaneously. The higher card determines Player 1 (ties go to the English). Event cards are resolved first.

2. Move Phase

The card determines how many Group Moves (1, 2, or 3) a player can make. Blocks move up to their movement rate in areas. Blocks must stop when crossing a red border or entering an enemy-occupied area.

3. Battle Phase

Battles are fought one at a time in any order chosen by Player 1. Each battle lasts up to 3 combat rounds. The attacker must retreat after round 3 if the battle is unresolved.

4. Repeat

Steps 1-3 repeat until the year ends (all 5 cards played, or both players play Event cards simultaneously).

Winter Turn

After each year ends:

  1. Nobles go home (may defect if home area is enemy-occupied)
  2. Scottish King may move to a friendly/neutral cathedral area or disband
  3. English disbanding (archers, knights, hobelars must disband; infantry may stay within castle limits)
  4. Edward wintering (special restrictions apply)
  5. Scottish disbanding (over castle limits)
  6. Winter builds (replacement points from castle ratings)
  7. English Feudal Levy (draw half of draw pool, deploy at full strength in England)
  8. Deal 5 new cards to each player

Actions

Card Play

Movement

Pinning

All attacking blocks (including reserves) pin an equal number of defending blocks (defender chooses which are pinned). Unpinned defending blocks may move normally but cannot cross borders used by the attacker.

Combat

Battles last up to 3 combat rounds. Combat sequence:

  1. All blocks with rating A fire first (defenders before attackers), then B, then C.
  2. Each block rolls dice equal to its current Strength. Hits scored on rolls equal to or less than the combat rating number.
  3. Each hit reduces the strongest enemy block by 1 strength (rotate block). Owner chooses among tied blocks.
  4. Hits are applied immediately (not simultaneous).
  5. On its combat turn, a block may Fire, Retreat, or Pass.

Combat Reserves

Retreats

Regrouping

After a battle, victorious blocks may move to any adjacent friendly or neutral area (border limits apply).

Capturing Nobles

When a noble is eliminated in combat, it switches sides at Strength 1 and is placed in reserve. Moray never changes allegiance — eliminated Moray is removed from the game permanently.

Scoring / Victory Conditions

Standard Victory

Control a majority of nobles at the end of the scenario. If both control 7 nobles (with Moray in play), the English win if Wallace is dead or in the Draw Pool; otherwise the Scots win.

Sudden Death Victory

An instant victory occurs when:

Special Rules & Edge Cases

Player Reference

Phase Action
Card Phase Both play 1 card simultaneously; higher = Player 1
Move Phase 1-3 group moves based on card value
Battle Phase Fight battles in Player 1’s chosen order
Winter Turn Nobles home, disband, build, levy, new cards
Border Type Limit Stop Required?
Black 6 blocks No
Red 2 blocks Yes
Anglo-Scottish 1 block per movement point Yes (entering England)

Combat: Roll d6 per Strength. Hit = roll ≤ Combat Rating. Apply to strongest enemy block.

Victory: Control majority of nobles at game end, or achieve Sudden Death conditions